NadeoImporter [update 2019/10/09]

Discuss everything related to custom data creation.

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clem_the_geek
Posts: 52
Joined: 26 Dec 2012, 12:21
Location: France

Re: Custom Objects Specifications

Post by clem_the_geek »

Ah sorry, you used the command /MaterialList to get the list ?

I stiiill have a problem : LightMap OutOfRangeU (LightMap is the only UV layer needed for the material I chose)
So I tried to reduice the dimensions and the number of colors of my texture but it doesn't work.
Does that mean that my model has too many details ?
Fix
Nadeo
Nadeo
Posts: 1256
Joined: 14 Jun 2010, 17:28

Re: Custom Objects Specifications

Post by Fix »

Fix wrote:Uv2 don't have to be between 0 and 1 , but they have to be positive.
OutOfRangeUV.jpg
http://forum.maniaplanet.com/viewtopic. ... 50#p137635
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TGYoshi
Posts: 795
Joined: 15 Mar 2011, 16:59

Re: Custom Objects Specifications

Post by TGYoshi »

Personally I'm facing some issues with lightmaps..

See: http://i.imgur.com/9bJXhzx.jpg
I'm not sure how to make the lightmap UV layer correctly.
Current: http://i.imgur.com/Pp3I5rh.png
Scaling every UV island smaller yields the same result.
Same for copying the Material UV layer.

Is there a way to "fix" it?

(Naming the mesh _Lod0 didn't fix it)
=3
Fix
Nadeo
Nadeo
Posts: 1256
Joined: 14 Jun 2010, 17:28

Re: Custom Objects Specifications

Post by Fix »

I think it's a smooth group problem here, not a lightmap problem, your mesh feels rounded. check your normals.
I think I see the edges chamfers these cause rounded normals. slice your planes just before the chamfer to flatten the normals (hard to explain).
Also, don't put your faces that close in the UV2, you will encounter artifacts in big maps.
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TGYoshi
Posts: 795
Joined: 15 Mar 2011, 16:59

Re: Custom Objects Specifications

Post by TGYoshi »

The mesh is just a simple box with 12 triangles.
Recalculating normals didn't fix it. Unwrapping as cube didn't either. No UV seams didn't fix it either.

They all provide the exact same visual result.
=3
Fix
Nadeo
Nadeo
Posts: 1256
Joined: 14 Jun 2010, 17:28

Re: Custom Objects Specifications

Post by Fix »

it comes from the fbx exporter then : split per-vertex normal and smoothing group (or something like that) must be ON.
iyumichan
Posts: 74
Joined: 12 Jul 2012, 19:18

Re: Custom Objects Specifications

Post by iyumichan »

Is it correct like this?

Common:
Metal
NotCollidable (as it sounds, no collisions, good for little anoying rocks or details)
Concrete (the most used in TM)
Asphalt (the second most used in TM)
Pavement (Orginates from rally, mostly)
WetAsphalt (rally )
WetPavement (rally)
Grass (the third most used in TM)
WetGrass (rally mostly)
Ice (snow mostly or on glass objects)
Snow (snow mostly)
Glass
Sand (mostly island I think)
Dirt (another very common material)
DirtRoad
WetDirtRoad (mostly rally, some underwater of storm)
Rubber (mostly stadium)
Rock (sliding when the slope is too vertical (to avoid cliff climb hacking in storm. Side effect : the player slides on some rocks)
Stone (mostly Storm castle, adds walljump in storm)
Wood (wood structures, bridges, etc..)
Water (the activation of the water gameplay is linked to a waterheight stored in the environment parameters, so colliding a water surface at another height and in a block not flaged as "has water" will probably don't give the results you may expect (I think it's already the case with blockmixing when you place water blocks at another height)
Trunk (trees)
ResonantMetal (the containers of desert, the tech towers of storm)
MetalTrans
Turbo
Turbo2
TurboRoulette


Storm:
Tech (blue pads = powerpath)
TechArmor (regen pads)
TechSafe (invulnerability (green pads)
TechLaser (rail weapon pads)
TechArrow (arrow weapon pads (blocks not available yet)
TechGround (floor of the new flying blocks : stamina jump)
TechWall (walls of the new flying block : bounce rockets and big wall jump)
TechHook (grappling hook spheres)
Bumper (the storm bumpers, the directional bumpers have special properties stored in the blockinfo, not in the material)
WallJump (may be non functional. stone physid is walljumpable however)
PlayerOnly (I remember someone asking for this one : will block the player but not the weapons, usefull for loopholes or for avoiding dangerous areas where the player will get stuck)
SlidingWood (storm)
OffZone (never added it in a block, I don't know how this will react)

Canyon:
SlidingRubber (Probably)
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spaii
Posts: 1075
Joined: 19 Jun 2010, 00:04
Location: Rémy - France
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Re: Custom Objects Specifications

Post by spaii »

TGYoshi wrote:Personally I'm facing some issues with lightmaps..

See: http://i.imgur.com/9bJXhzx.jpg
I'm not sure how to make the lightmap UV layer correctly.
Current: http://i.imgur.com/Pp3I5rh.png
Scaling every UV island smaller yields the same result.
Same for copying the Material UV layer.

Is there a way to "fix" it?

(Naming the mesh _Lod0 didn't fix it)
It's not a problem of lightmaps.

In blender,
1. select your object.
2. Go to "Object Modifiers"
Image
3. Add modifier
4. Edge split
5. Default values
5. Export ;)

You could do this for all your objects.

And i agree with Fix:
Fix wrote:Also, don't put your faces that close in the UV2, you will encounter artifacts in big maps.
For this basic cube object, for lightmaps, in blender.
Go to UV Mapping (Lightmap), select all your faces, then Unwrap with "Lightmap Pack" enter 1.0 in Margin and validate.
For all other objects, it's not the same technique.


Edit : For information, i currently sort all objects from Stunters Title Pack made with blender, zip with all sources will be available after this week end ;)
And i started a tutorial with basic object for Blender, this will be available soon (i don't know when ;) )
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TGYoshi
Posts: 795
Joined: 15 Mar 2011, 16:59

Re: Custom Objects Specifications

Post by TGYoshi »

The object modifier did the trick indeed! Thanks a lot. :1010

Did the splitted unwrap already on a different way (but it didn't fix this specific issue). Never knew that was possible on the way you've explained tho, seems very useful.
=3
iyumichan
Posts: 74
Joined: 12 Jul 2012, 19:18

Re: Custom Objects Specifications

Post by iyumichan »

Do it like this:

Image

Your faces are so close to each other that the shadows bleed into the other faces.
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